It was one of my top-three games of all time (the other two probably being the Saint Seiya campaign on which all our Saint Seiya fanfic was based, and the Gundam Wing campaign in which I invented Jared Engelshand). In a way I wish I could finish writing it up, but if I have time to write I really need to devote most of that effort to writing the Real Stuff.
I think much of the key for getting that level of participation or buy-in is cooperative effort between the players and GM. The players need to recognize that the GM is not their enemy, and is there to have fun too, and the GM has to remember that he's not the players' adversary even though he creates the adversaries. Our game contract, so to speak, usually includes "PCs don't die unless the player thinks it's appropriate" (with the exception of Extreme Deliberate Stupidity by the player).
The GM has to be flexible and also willing to work out ground rules with the player. So the GM for the Gamer in Gondor campaign let me know that there were rules governing what would and wouldn't work in that world, and that I'd be able to figure them out, and they'd make sense if I was willing to think about them. With the confidence that this was true, I was able to play the character exploring the limits of synergizing technology with magic.
Similarly, my basic gaming principle has always been "Instead of evening things up by taking away, give more to those who have less". Always err on the side of the players, and don't take away Kewl Stuff that they already have. You're the GM. You are God Almighty. You can always threaten them with something, so don't be chintzy or cheap. Sure, the guy who wants to play himself might not have very good stats, but give him the benefit of the doubt; take into account the fact that once he's forced to live in the more strenuous world of fantasy that he'll become stronger, tougher, faster. Give him the Hero's Edge or a special destiny or unique power. That player who wants to play a great warrior? Let him get away with some mighty feats. It's a world of adventure, let them have some.
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It was one of my top-three games of all time (the other two probably being the Saint Seiya campaign on which all our Saint Seiya fanfic was based, and the Gundam Wing campaign in which I invented Jared Engelshand). In a way I wish I could finish writing it up, but if I have time to write I really need to devote most of that effort to writing the Real Stuff.
I think much of the key for getting that level of participation or buy-in is cooperative effort between the players and GM. The players need to recognize that the GM is not their enemy, and is there to have fun too, and the GM has to remember that he's not the players' adversary even though he creates the adversaries. Our game contract, so to speak, usually includes "PCs don't die unless the player thinks it's appropriate" (with the exception of Extreme Deliberate Stupidity by the player).
The GM has to be flexible and also willing to work out ground rules with the player. So the GM for the Gamer in Gondor campaign let me know that there were rules governing what would and wouldn't work in that world, and that I'd be able to figure them out, and they'd make sense if I was willing to think about them. With the confidence that this was true, I was able to play the character exploring the limits of synergizing technology with magic.
Similarly, my basic gaming principle has always been "Instead of evening things up by taking away, give more to those who have less". Always err on the side of the players, and don't take away Kewl Stuff that they already have. You're the GM. You are God Almighty. You can always threaten them with something, so don't be chintzy or cheap. Sure, the guy who wants to play himself might not have very good stats, but give him the benefit of the doubt; take into account the fact that once he's forced to live in the more strenuous world of fantasy that he'll become stronger, tougher, faster. Give him the Hero's Edge or a special destiny or unique power. That player who wants to play a great warrior? Let him get away with some mighty feats. It's a world of adventure, let them have some.